ET:QWs comes with 4 separate campaigns:
Africa: Refinery, Island, and Slip Gate (all GDF offense)
Europe: Ark, Quarry, and Salvage (all Strogg offense)
Pacific: Canyon, Sewers , and Volcano (2 GDF offense & 1 Strogg offense)
N America: Area 22, Outskirts, and Valley (1 Stogg offense & 2 GDF offense).
All 4 campaigns would be linked together. The Dynamic Campaign would start with either Pacific or N America. This could be determined by a random variable, the results of the last Global Campaign, or as a selectable server setting. XP could also be set to persistant for the duration of the Global Campaign, Default, or OFF.
Strogg Victory<-- Europe <-> Pacific <-> N. America <-> Africa --> GDF Victory
As each Continental Campaign was won (best 2 of 3 maps), the Global Campaign would load in the direction of the side that was the victor. This would make it possible for a sea-saw battle before the over all Global Victory was met. This would be similar to XP save (I know… I hear the competitive community sighing in disgust) however, unlike XP save there would probably be an eventual end.
Victory results could also be relatively fast if the teams were less evenly matched (IE. 4-6 maps could determine the victor depending on which continent the global campaign started). Placing the offensive maps closer to the victory side makes game-play faster (IE. offensive victories don’t take the full allotment of time), however doing the opposite and placing defensive maps may make the victory more assured or easier (assuming defensive maps are easier to win).
This could potentially open up the value of the XP system to players would who never get past Sgt. on the 3 map campaigns, without completely going to a pure “XP Save” server style. It would also give winning each Continental Campaign more meaning as the final global victory was neared. Server admins might also like to keep stats to display on their websites like # of global victories etc…